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		[page:Object3D] &rarr;

		<h1>[name]</h1>

		<p class="desc">[page:WebGLCubeRenderTarget]에 렌더링되는 6개의 카메라를 생성합니다.</p>

		<h2>코드 예제</h2>

		<code>
		// Create cube render target
		const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );

		// Create cube camera
		const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
		scene.add( cubeCamera );

		// Create car
		const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
		const car = new Mesh( carGeometry, chromeMaterial );
		scene.add( car );

		// Update the render target cube
		car.visible = false;
		cubeCamera.position.copy( car.position );
		cubeCamera.update( renderer, scene );

		// Render the scene
		car.visible = true;
		renderer.render( scene, camera );
		</code>

		<h2>예제</h2>

		<p>
			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
		</p>

		<h2>생성자</h2>


		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
		<p>
		near -- 근거리 클리핑 거리. <br />
		far -- 원거리 클리핑 거리. <br />
		renderTarget -- 큐브 렌더 타겟 목적지.
		</p>

		<p>
		[page:WebGLCubeRenderTarget]에 렌더링하는 6개의 [page:PerspectiveCamera PerspectiveCameras]를 포함하는 CubeCamera를 생성합니다.
		</p>

		<h2>프로퍼티</h2>
		<p>일반 프로퍼티는 기본 [page:Object3D] 클래스를 참고하세요.</p>

		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
		<p>
		큐브 렌더 타겟 목적지.
		</p>

		<h2>메서드</h2>
		<p>일반 메서드는 기본 [page:Object3D] 클래스를 참고하세요.</p>

		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
		<p>
		renderer -- 현재의 WebGL 렌더러 <br />
		scene -- 현재 장면
		</p>
		<p>
		[page:CubeCamera.renderTarget renderTarget]를 업데이트 할 때 호출합니다.
		</p>

		<h2>소스 코드</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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